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Destiny of Sands | Sandstone Secret | On the Trail of History

Vermithor roughs up the patrons in one section so much, they back away.
Section 4 disabled

Shalosar's links fly over the heads of any remaining patrons.

CHAOS! or PORT PERIL BAR FIGHT! - Round Four Cont'd!

PCs in bold may act

Artemios -25 HP
Shalosar -5 HP
Vermithor -4 TP | -7HP
Huang Tong -5 HP
Erred -13 HP (wounded 1)
Barfight (hazard)
-Section 1 -1 HP
-Section 2 disabled
-Section 3 disabled
-Section 4 disabled
-Section 5 -1 HP
-Section 6


Destiny of Sands | Sandstone Secret | On the Trail of History
Merida Bowie wrote:
@GM Valen: Why is Theron behind the bad guys in Initiative? He has a higher modifier...

Fixed below

Merida moves forward. Her arrow just barely misses the surprisingly nimble Kafar.

Nefar had no readied action, like Kafar.

SHOWDOWN IN THE SANCTUM OF THE SAGES! - Round One Cont!

PCs in bold may act

Theron
Kafar
Nefti
Alton Hilltopple 2
Round Two
Nightkit (nauseated until round 4)
Merida
Corey (nauseated until round 3)


Map now revealed on Slides.


Destiny of Sands | Sandstone Secret | On the Trail of History

Dirk's attack is lost in the furry creature's hide.

Hurt and angry, the creature has a number of targets to choose from.
Who? 1 Dirk-5 Arachne: 2d5 ⇒ (2, 2) = 4
However, it chooses a single target for its ire.
Melee (claw)(10 ft reach) v. Checker, full-attack, off-target: 1d20 + 16 - 4 - 2 ⇒ (6) + 16 - 4 - 2 = 16
Damage (S) plus trip: 1d8 + 11 ⇒ (4) + 11 = 15
Melee (claw)(10 ft reach) v. Checker, full-attack, off-target: 1d20 + 16 - 4 - 2 ⇒ (10) + 16 - 4 - 2 = 20
Damage (S) plus trip: 1d8 + 11 ⇒ (3) + 11 = 14

MOVING ON! - Combat Round Six Cont'd/Round Seven Begins!

PCs in bold may act

Chip -29 SP
Checker -41 HP
Round Seven
Seldszar -18 SP
Izalguun (purple)
Izalguun (black)
Izalguun (green)
Dirk -54 SP | -17 HP
Stell
Megzoloth (yellow) -47 HP (off-target)

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History
Huang Tong Dragonkin wrote:

Seeing Erred drop, HT moves up and tries to focus.

He manages to focus and sends some much needed healing to his comrade

CHAOS! or PORT PERIL BAR FIGHT! - Round Four Cont'd!

PCs in bold may act

Artemios -25 HP
Shalosar -5 HP
Vermithor -4 TP | -7HP
Huang Tong -5 HP
Erred -13 HP (wounded 1, prone)
Barfight (hazard)
-Section 1 -1 HP
-Section 2 -10 HP disabled
-Section 3 disabled
-Section 4 -1 HP
-Section 5 -1 HP
-Section 6


Destiny of Sands | Sandstone Secret | On the Trail of History
Corenthiir wrote:

Corey opens one of the massive doors.

"Welp. Let's head in."
Corenthiir wrote:

Corey opens one of the massive doors.

"Welp. Let's head in."

One of the massive doors swings forward revealing an entryway into what appears to be an extensive underground complex set into the side of a mountain. The ceiling is 10 feet high, and the walls and floors are hewn stone.

Water gurgles in fountains set at either end of the crescent-shaped chamber. Fourteen columns support the vaulted ceiling, and the walls are polished to a smooth finish that reflects and scatters any light that the PCs introduce or that shines in from outside. Spouts in the wall replace any water removed from the fountain, replicating the effects of a decanter of endless water.

This room appears designed to provide pilgrims and petitioners a safe place to take shelter until a sage might acknowledge them.

However, the room is not safe at the present time as evident by a vial hurling toward the party and crashing at the threshold of the doorway.
Readied action triggered

As the vial shatters on the stone floor, its contents begin to smoke releasing vapors that rapidly form into a fog-like cloud. The stench quickly follows, identifying the vial as a stink bomb!

The two Aspis agents have clearly been awaiting the party to follow them!

With Ashtoret sidelined, the party is now playing high tier with the four-player adjustment.

Initiatives:

Initiative, Nightkit: 1d20 + 9 ⇒ (19) + 9 = 28
Corey Init: 1d20 + 13 ⇒ (10) + 13 = 23
Merida Init: 1d20 + 12 ⇒ (12) + 12 = 24
Initiative, Alton Hilltopple 2: 1d20 + 1 ⇒ (5) + 1 = 6
Initiative, Theron: 1d20 + 8 ⇒ (5) + 8 = 13
Initiative, Kafar: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative, Nefti: 1d20 + 5 ⇒ (8) + 5 = 13

Everyone except for Alton is caught in the resulting stink cloud!
Living creatures in the cloud become nauseated (DC 16 Fortitude negates). This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn. This is a poison effect.

Through the noxious smoke, Merida can see Kafar, the source of the vial, before her, and concludes that Nefti is likely nearby though out of sight. Kafar is bandaged and looks somewhat sickly.

SHOWDOWN IN THE SANCTUM OF THE SAGES! - Round One Begins!

PCs in bold may act

Nightkit (Fort save v. nauseated)
Merida (Fort save v. nauseated)
Corey (Fort save v. nauseated)
Kafar
Nefti
Theron (Fort save v. nauseated)
Alton Hilltopple 2

Map now revealed on Slides.


Destiny of Sands | Sandstone Secret | On the Trail of History

Stell fools the creature and manages to add injury to insult.

MOVING ON! - Combat Round Six Cont'd!

PCs in bold may act

Seldszar -18 SP
Izalguun (purple)
Izalguun (black)
Izalguun (green)
Dirk -54 SP | -17 HP
Stell
Megzoloth (yellow) -47 HP (off-target)
Chip -29 SP
Checker -28 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History
Shalosar wrote:

”You guys mop up, I’ll start clearing a path!”, Shalosar rasps.

He starts heading toward the exit, and lets out a scream of agony at the stragglers.

Barfight, Will: 1d20 + 4 ⇒ (14) + 4 = 18

Much of the scream is drowned out by the surrounding ruckus.

That is until a flying goblet causes one group of brawlers [ooc[(section 2)[/ooc] to give up the fight and look for an exit.

With no nearby targets (due to section 2 being disabled), Vermithor moves closer to the exit.
Replaced Vermithor's Strike with a Stride action and moved token 25 feet (Feel free to retcon if you wish).

Erred wrote:
”Um… not punching, waving my beads!”

"No you weren't!" The unassaulted patron (black) replies. "You were trying to punch me! And you failed!"

He raises his rapier and smirks, "The fight between you and me is over and I---"

The patron (black) falls over dead, having been struck by a gleaming blade.

Though less intense than when it began, the bar fight continues to rage around Erred and Artemois.
Hazard makes one Strike against each enemy in the area and roll the damage only once for all targets (except where disabled).
Melee, general mayhem: 1d20 + 9 ⇒ (19) + 9 = 28
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Damage Type? 1 bludgeoning, 2 slashing, or 3 piercing damage: 1d3 ⇒ 3

Erred is dropped to the ground.

The commotion jostles loose a money purse, spilling coins onto the floor of the bar. Temptation rears its head.
Section for Port Peril Speciality?: 1d6 ⇒ 2
Enticed by the prospect of material wealth, Huang Tong must scceed at a DC 15 Will saving throw or be fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables within the yellow-dotted areas on map on Slides.

CHAOS! or PORT PERIL BAR FIGHT! - Round Four Begins!

PCs in bold may act

Artemios -25 HP
Shalosar -5 HP
Vermithor -4 TP | -7HP
Huang Tong -5 HP (Will save required)
Patron (black) -20 HP
Erred -21 HP (dying 2, unconscious, prone)
Barfight (hazard)
-Section 1 -1 HP
-Section 2 -10 HP disabled
-Section 3 disabled
-Section 4 -1 HP
-Section 5 -1 HP
-Section 6


Destiny of Sands | Sandstone Secret | On the Trail of History

The Pathfinders locate no traps on the doors and they seem unlocked.

Secret GM Stuff:

?: 1d20 + 2 ⇒ (7) + 2 = 9
?: 1d20 + 12 ⇒ (18) + 12 = 30

However, Merida believes she heard the faint clinking of glass vials coming from beyond the doors.

What do you wish to do, Pathfinders?

Map on Slides.


Destiny of Sands | Sandstone Secret | On the Trail of History
Kaleb "Chip" Leafgleam wrote:
The drone swings its doshko.

It fails to penetrate the mammalian creature's thick hide.

MOVING ON! - Combat Round Six Cont'd!

PCs in bold may act

Seldszar -18 SP
Izalguun (purple)
Izalguun (black)
Izalguun (green)
Dirk -54 SP | -17 HP
Stell
Megzoloth (yellow) -40 HP
Chip -29 SP
Checker -28 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

When those nearby see Vermithor drop a gambler with a single punch, they quietly drop their broken bottles and raised fists and disperse.
Section 3 of Barfight (hazard) disabled

Erred's punch finds its target (black). The patron reels a bit, then tries to fight back.
Patron (black), Will save: 1d20 + 2 ⇒ (20) + 2 = 22

Unaffected by Erred's spirits, he jabs at the Pathfinder.

Strike, Melee, rapier (deadly d8, disarm, finesse) v Erred: 1d20 + 6 ⇒ (16) + 6 = 22
Damage, piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Strike, Melee, rapier (deadly d8, disarm, finesse) v Erred: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage, piercing: 1d6 + 1 ⇒ (6) + 1 = 7
Strike, Melee, rapier (deadly d8, disarm, finesse) v Erred: 1d20 + 6 - 8 ⇒ (18) + 6 - 8 = 16
Damage, piercing: 1d6 + 1 ⇒ (1) + 1 = 2

The bar fight continues to rage around Erred, Artemois, and Shalosar.
Hazard makes one Strike against each enemy in the area and roll the damage only once for all targets (except where disabled).
Melee, general mayhem: 1d20 + 9 ⇒ (2) + 9 = 11
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Damage Type? 1 bludgeoning, 2 slashing, or 3 piercing damage: 1d3 ⇒ 1

In the ensuing scuffle, a set of jewels from a broken necklace scatter across the ground. Their value is evident and they pose quite the temptation.
Section for Port Peril Speciality?: 1d6 ⇒ 1
Enticed by the prospect of material wealth, Erred and Artemois must each succeed at a DC 15 Will saving throw or be fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables within the yellow-dotted areas on map on Slides.

CHAOS! or PORT PERIL BAR FIGHT! - Round Three Begins!

PCs in bold may act

Erred -10 HP (Will save required)
Artemios -17 HP (Will save required)
Shalosar -5 HP
Vermithor -4 TP | -15 HP
Huang Tong -5 HP
Patron (black) -10 HP
Barfight (hazard)
-Section 1 -1 HP
-Section 2 -2 HP
-Section 3 -9 HP


Destiny of Sands | Sandstone Secret | On the Trail of History
Theron Randallas wrote:

Well the tracks lead right into the wall...think about it.. he says as he points out the footmarks.

whew...just made it...

And chase complete!

Ashtoret finds the remains of some dessert vermin. Intrigued by the possibilities, she urges the rest of the party to go on ahead.
Dropping Ashtoret from remainder of encounters unless the player posts again.

Following the footmarks that lead into the rock wall reveals the rocks to be illusionary.

Behind the seamless illusion of a rock wall lies the mountain pass to the Sanctum of the Sages. Beautifully engraved columns support the ornate entablature topped by a wide tapered cornice. The style hearkens back to Osirion’s golden age, and the impeccable design and craftsmanship lives up to the standards set by the ancient dynasties. A short flight of stairs ascends to stone door in the mountain.

Area with steps (B1) now revealed on map on Slides.

What do you wish to do, Pathfinders?


Destiny of Sands | Sandstone Secret | On the Trail of History

Once the steam dissipates, the izalguun move forward in mass.
Each double moves

The barrage of fire from Seldszar and Arachne fails to injure the megzoloth.

MOVING ON! - Combat Round Five Cont'd/Round Six Cont'd!

PCs in bold may act

Chip -29 SP
Checker -28 HP
Round Six
Seldszar -18 SP
Izalguun (purple)
Izalguun (black)
Izalguun (green)
Dirk -54 SP | -17 HP
Stell
Megzoloth (yellow) -40 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

The kobold's barrage drops another patron (red).

CHAOS! or PORT PERIL BAR FIGHT! - Round Two Cont'd

PCs in bold may act

Erred -5 HP (Delay)
Artemios -17 HP (fascinated)
Shalosar -5 HP
Vermithor -4 TP | -15 HP
Huang Tong -5 HP
Patron (black) -8 HP
Barfight (hazard)
-Section 1 -1 HP
-Section 2 -2 HP
Patron (red) -15 HP


Destiny of Sands | Sandstone Secret | On the Trail of History

BOTTING Ashtoret - No post in weeks

Ashtoret tries to brute force her way through the crack in the mountain.
Strength: 1d20 + 2 ⇒ (13) + 2 = 15

Then races across the cleared cliff's edge.
Move

THE FINAL HEAT? - Round Six Cont'd/Round Seven Begins!

All PCs are up.


Destiny of Sands | Sandstone Secret | On the Trail of History

Concentrated fire badly damages the remaining megzoloth (yellow)

Enraged by the pain, the beast moves to try and put down the source of its pain.
Move
Melee (claw)(10 ft reach) v. Seldszar: 1d20 + 16 ⇒ (13) + 16 = 29
Damage (S) plus trip: 1d8 + 11 ⇒ (7) + 11 = 18

MOVING ON! - Combat Round Five Cont'd/Round Six Begins!

PCs in bold may act

Chip -29 SP
Checker -28 HP
Round Six
Seldszar -18 SP
Izalguun (purple) (Delay)
Dirk -54 SP | -17 HP
Stell
Izalguun (black) (Delay)
Izalguun (green) (Delay)
Megzoloth (yellow) -40 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

Preoccupied, Artemios' swings fail to find purchase.

Unaffected, Shalosar strikes a series of patrons.
Patron (blue-ish), Reflex: 1d20 + 8 ⇒ (4) + 8 = 12
Patron (black), Reflex: 1d20 + 8 ⇒ (4) + 8 = 12
Bar Fight, Reflex: 1d20 + 4 ⇒ (16) + 4 = 20

The strikes down one patron (blue-ish).
Retargeting opponent since blue-ish is down.
Shalosar's follow-up manages to further injure another one (black).

CHAOS! or PORT PERIL BAR FIGHT! - Round Two Cont'd

PCs in bold may act

Erred -5 HP (Delay)
Artemios -17 HP (fascinated)
Shalosar -5 HP
Patron (blue-ish) -12 HP
Vermithor -4 TP | -15 HP
Huang Tong -5 HP
Patron (black) -8 HP
Barfight (hazard)
-Section 1 -1 HP
-Section 2 -2 HP


Destiny of Sands | Sandstone Secret | On the Trail of History
Corenthiir wrote:
We never caught up to our quarry.

True, but things continue going on "behind the scenes" so I am keeping us in rounds for the time being to see how long it takes a PC to get past the "Illusory Wall".

THE FINAL HEAT? - Round Five Cont'd/Round Six Begins!

All PCs may act


Destiny of Sands | Sandstone Secret | On the Trail of History

Dirk fails to rattle the creature and Stell fails to penetrate it's thick hide.

MOVING ON! - Combat Round Five Cont'd!

PCs in bold may act

Seldszar
Izalguun (purple) (Delay)
Dirk -54 SP | -17 HP
Stell
Izalguun (black) (Delay)
Izalguun (green) (Delay)
Megzoloth (yellow) -5 HP
Chip -29 SP
Checker -28 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

As the human's hand handily hobbles the hubris of Vermithor, "Vinny" is vindicated when the villain violating Vermithor viciously and violently falls victim to the flames. The drunkard (yellow) drops.

"Die, Dog!" One patron (black) alliterates as he rushes to run his rapier through the Radiant rover.
Step
Strike, Melee, rapier (deadly d8, disarm, finesse) v Artemios: 1d20 + 6 ⇒ (11) + 6 = 17
Damage, piercing: 1d6 + 1 ⇒ (5) + 1 = 6
Strike, Melee, rapier (deadly d8, disarm, finesse) v Artemoios: 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Damage, piercing: 1d6 + 1 ⇒ (6) + 1 = 7

All around, the bar fight continues.
Hazard makes one Strike against each enemy in the area and roll the damage only once for all targets.
Melee, general mayhem: 1d20 + 9 ⇒ (15) + 9 = 24
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
Damage Type? 1 bludgeoning, 2 slashing, or 3 piercing damage: 1d3 ⇒ 3

The chaos scatters gaming chips across the ground, posing a tempting target even to Pathfinders!
Centered on who? Pathfinder from west (top of slide) to east (bottom): 1d5 ⇒ 1
Enticed by the prospect of material wealth, Shalosar and Artemois must each succeed at a DC 15 Will saving throw or be fascinated for 1 round or until a creature has used an Interact action to scoop up the valuables within the yellow-dotted area on map on Slides.

Another patron (red) moves up the steps, moves over the smoldering form of another patron, and tries to slap Vermithor.
Stride x2
Melee, slap (agile, nonlethal) v Vermithor: 1d20 + 9 ⇒ (20) + 9 = 29
Damage, bludgeoning: 1d4 + 1 ⇒ (4) + 1 = 5

CHAOS! or PORT PERIL BAR FIGHT! - Round Two Cont'd

PCs in bold may act

Erred -5 HP (Delay)
Artemios -17 HP (Will save)
Shalosar -5 HP (Will save)
Patron (blue-ish) -9 HP (Red-Gold)
Vermithor -4 TP | -15 HP
Huang Tong -5 HP
Patron (black)
Patron (yellow) -18 HP
Barfight (hazard) -2 HP
Patron (red) -2 HP


Destiny of Sands | Sandstone Secret | On the Trail of History

Shalosar's slash downs a patron (green).

Artemoios injures another (blue-ish).

The patron fights back.
Step
Strike, Melee, rapier (deadly d8, disarm, finesse): 1d20 + 6 ⇒ (16) + 6 = 22
Damage, piercing: 1d6 + 1 ⇒ (4) + 1 = 5
Strike, Melee, rapier (deadly d8, disarm, finesse): 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
Damage, piercing: 1d6 + 1 ⇒ (6) + 1 = 7

CHAOS! or PORT PERIL BAR FIGHT! - Round Two Cont'd

PCs in bold may act

Erred (Delay)
Artemios -12 HP (+2 AC vs. ranged)
Shalosar
Patron (blue-ish) -9 HP (Red-Gold)
Vermithor -4 TP
Huang Tong
Patron (black)
Patron (yellow) -8 HP
Barfight (hazard) -2 HP
Patron (red) -2 HP
Patron (green) -15 HP


Destiny of Sands | Sandstone Secret | On the Trail of History

The laser rifle shot misses its target.

Fire damage: 1d4 ⇒ 1

The burning megzoloth (red) finally succumbs to the flames.

MOVING ON! - Combat Round Five Begins!

PCs in bold may act

Megzoloth (red) -90 HP
Seldszar
Izalguun (purple) (Delay)
Dirk -54 SP | -17 HP
Stell
Izalguun (black) (Delay)
Izalguun (green) (Delay)
Megzoloth (yellow) -5 HP
Chip -29 SP
Checker -28 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

Vermithor lands a solid blow on one of the patrons (yellow).

The unruly crowd pushes back. One patron [ooc[(black)[/ooc] grabs a bottle from a nearby table and lets it fly toward Artemois.
Throw Drink [two-action] The offended gambler grabs a nearby drink and throws it in the face of a creature within 10 feet. The creature must attempt a DC 15 Fortitude save or be dazzled for one round (blinded on a critical failure). On its turn, the affected creature can spend an Interact action to end the dazzled or blinded condition.

Before turn, Artemois must attempt a DC 15 Fortitude save per above.

The patron (black) then draws his rapier.
Interact [one-action]

The bruised patron (yellow) slaps back at his attacker.
Flurry of Slaps [one-action] (flourish)
Melee, slap (agile, nonlethal) v Vermithor: 1d20 + 6 ⇒ (19) + 6 = 25
Damage, bludgeoning, nonlethal: 1d4 + 1 ⇒ (3) + 1 = 4
Melee, slap (agile, nonlethal) v Vermithor: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
Damage, bludgeoning, nonlethal: 1d4 + 1 ⇒ (1) + 1 = 2
Strike x2 [one-action each]
Melee, slap (agile, nonlethal) v Vermithor: 1d20 + 6 - 8 ⇒ (1) + 6 - 8 = -1
Damage, bludgeoning, nonlethal: 1d4 + 1 ⇒ (1) + 1 = 2
Melee, slap (agile, nonlethal) v Vermithor: 1d20 + 6 - 8 ⇒ (13) + 6 - 8 = 11
Damage, bludgeoning, nonlethal: 1d4 + 1 ⇒ (4) + 1 = 5

All around the party, the assorted crowd throws punches, flings bottles,
and otherwise flies into chaos as a bar fight rages on.
Hazard makes one Strike against each enemy in the area and roll the damage only once for all targets.
Melee [one-action: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Damage Type? 1 bludgeoning, 2 slashing, or 3 piercing damage: 1d3 ⇒ 1

One of the patrons (red) shuffles towards the party.
Step [one-action]
He then grabs a bottle and hurls it at Shalosar.
Throw Drink [two-action] The offended gambler grabs a nearby drink and throws it in the face of a creature within 10 feet. The creature must attempt a DC 15 Fortitude save or be dazzled for one round (blinded on a critical failure). On its turn, the affected creature can spend an Interact action to end the dazzled or blinded condition.

Before turn, Shalosar must attempt a DC 15 Fortitude save per above.

Another (green) approaches Artemois.
Stride x2 [two-action total due to steps being difficult terrain]
He then tries to smack the dog.
Flurry of Slaps [one-action] (flourish)
Melee, slap (agile, nonlethal) v Artemios: 1d20 + 6 ⇒ (5) + 6 = 11
Damage, bludgeoning, nonlethal: 1d4 + 1 ⇒ (4) + 1 = 5
Melee, slap (agile, nonlethal) v Artemios: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
Damage, bludgeoning, nonlethal: 1d4 + 1 ⇒ (2) + 1 = 3

CHAOS! or PORT PERIL BAR FIGHT! - Round Two Begins!

PCs in bold may act

Erred (Delay)
Artemios -7 HP (Fort save)
Shalosar (Fort save)
Patron (blue-ish)
Vermithor -4 HP
Huang Tong
Patron (black)
Patron (yellow) -8 HP
Barfight (hazard) -2 HP
Patron (red) -2 HP
Patron (green) -2 HP


Destiny of Sands | Sandstone Secret | On the Trail of History

As Dirk approaches, the creature (yellow) swipes at him with its claws.
Melee (claw)(10 ft reach) v. Dirk, full-attack: 1d20 + 16 - 4 ⇒ (8) + 16 - 4 = 20
Damage (S) plus trip: 1d8 + 11 ⇒ (4) + 11 = 15
Melee (claw)(10 ft reach) v. Dirk, full-attack: 1d20 + 16 - 4 ⇒ (14) + 16 - 4 = 26
Damage (S) plus trip: 1d8 + 11 ⇒ (8) + 11 = 19

MOVING ON! - Combat Round Four Cont'd!

PCs in bold may act

Megzoloth (red) -89 HP (burning)
Seldszar
Izalguun (purple) (Delay)
Dirk -54 SP | -17 HP
Stell
Izalguun (black) (Delay)
Izalguun (green) (Delay)
Megzoloth (yellow) -5 HP
Chip -29 SP (prone)
Checker -28 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

Focusing fire, Seldszar, Arachne, and Stell each land a shot on the megzoloth (blue)

The onslaught is more than the creature can bear and it drops dead.

MOVING ON! - Combat Round Four Begins!

PCs in bold may act

Megzoloth (red) -89 HP (burning)
Megzoloth (blue) -99+ HP
Seldszar
Izalguun (purple) (Delay)
Dirk -52 SP (prone)
Stell
Izalguun (black) (Delay)
Izalguun (green) (Delay)
Megzoloth (yellow) -5 HP
Chip -29 SP (prone)
Checker -28 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History
Corenthiir wrote:
Sigh. Ok. I just want to get the game moving. Is Ashtoret even still with us? Last post was June 17th!

If there is no post before the start of the next encounter, I will drop them from future encounters and recalculate the APL for those.

Kafar, Will: 1d20 + 7 ⇒ (18) + 7 = 25
Nefti, Will: 1d20 + 12 ⇒ (2) + 12 = 14

Working together, the pair of Aspis agents seem to disappear into the stone!

THE FINAL HEAT! - Round Four Cont'd/Round Five Begins!

PCs in bold may act

Kafar & Nefti
Theron
Alton Hilltopple 2

Ashtoret
Round Five
Corey
Nightkit
Merida

The chase "map" on Slides.


Destiny of Sands | Sandstone Secret | On the Trail of History

To keep us moving, I am putting Erred on Delay.

"This sea dog swung a sword at me!" A patron (blue-ish) shouts at Artemois. He responds with a series of slaps.
Flurry of Slaps [one-action] (flourish)
Melee, slap (agile, nonlethal): 1d20 + 6 ⇒ (18) + 6 = 24
Damage, bludgeoning, nonlethal: 1d4 + 1 ⇒ (1) + 1 = 2
Melee, slap (agile, nonlethal): 1d20 + 6 - 4 ⇒ (18) + 6 - 4 = 20
Damage, bludgeoning, nonlethal: 1d4 + 1 ⇒ (2) + 1 = 3

Having felt only partially vindicated, the patron draws his rapier. "If it is a blade fight you want, then you shall have it!"
Interact [one-action]; Strike [one-action]
Strike, Melee, rapier (deadly d8, disarm, finesse): 1d20 + 6 - 8 ⇒ (20) + 6 - 8 = 18
Damage, piercing: 1d6 + 1 ⇒ (1) + 1 = 2
A hit only due to the nat 20

CHAOS! or PORT PERIL BAR FIGHT! - Round One Cont'd!

PCs in bold may act

Erred (Delay)
Artemois -7 HP
Shalosar
Patron (blue-ish)
Vermithor
Huang Tong

Patron (black)
Patron (yellow)
Barfight (hazard) -2 HP
Patron (red) -2 HP
Patron (green) -2 HP


Destiny of Sands | Sandstone Secret | On the Trail of History

The scalawag on the left readily avoids the chain. He and the others brace for the sweep.
Patron (green), Reflex: 1d20 + 8 ⇒ (18) + 8 = 26
Patron (red), Reflex: 1d20 + 8 ⇒ (16) + 8 = 24
Bar Fight, Reflex: 1d20 + 4 ⇒ (18) + 4 = 22

CHAOS! or PORT PERIL BAR FIGHT! - Round One Cont'd!

PCs in bold may act

Erred (may post new actions for the round per above)
Artemois
Shalosar
Patron (blue)
Vermithor
Huang Tong
Patron (black)
Patron (yellow)
Barfight (hazard) -2 HP
Patron (red) -2 HP
Patron (green) -2 HP


Destiny of Sands | Sandstone Secret | On the Trail of History

As Chip attempts to get to his feet, the megzoloth (yellow) tries to keep him down.
Melee (claw)(10 ft reach) v. Chip, AoO: 1d20 + 16 ⇒ (16) + 16 = 32
Damage (S) plus trip: 1d8 + 11 ⇒ (5) + 11 = 16

Chip is again sent to the ground.

The fleeing megzoloth (red) continues to burn.
Fire: 1d6 ⇒ 1

And continues to flee.
Double Move

Another one (blue), less injured, fights on, attacking the nearest threat.
Melee (claw)(10 ft reach) v. Dirk, full-attack: 1d20 + 16 - 4 ⇒ (20) + 16 - 4 = 32
Damage (S) plus trip: 1d8 + 11 ⇒ (8) + 11 = 19
Add Crit Damage (S): 1d8 + 11 ⇒ (3) + 11 = 14
Melee (claw)(10 ft reach) v. Dirk, full-attack: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 29
Damage (S) plus trip: 1d8 + 11 ⇒ (8) + 11 = 19

The megzoloth knocks Dirk prone and continues to attack.

MOVING ON! - Combat Round Four Begins!

PCs in bold may act

Megzoloth (red) -89 HP (burning)
Megzoloth (blue) -67 HP
Seldszar
Izalguun (purple) (Delay)
Dirk -52 SP (prone)
Stell
Izalguun (black) (Delay)
Izalguun (green) (Delay)
Megzoloth (yellow) -5 HP
Chip -29 SP (prone)
Checker -28 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


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Destiny of Sands | Sandstone Secret | On the Trail of History
Shalosar wrote:
So how does defeating the hazard in each section work? Do we make an attack against the hazard? Do area effect attacks include the hazard automatically?

Per the rules on hazards: "Damaging a mechanical trap or another physical hazard works like damaging objects: the hazard reduces the damage it takes by its Hardness. In most cases, hitting the hazard also triggers it, as explained in Attacking a Hazard below. If a hazard's Hit Points are reduced to its Broken Threshold (BT) or lower, the hazard becomes broken and can't be activated, though it can still be repaired. If it's reduced to 0 HP, it's destroyed and can't be repaired. (See Player Core 269 for more information on damaging objects.)

"Hazards' AC, applicable saving throw modifiers, Hardness, HP, and BT are listed in their stat blocks. A hazard that doesn't list one of these statistics can't be affected by anything targeting that statistic. For example, a hazard that has HP but no BT can't be broken, but it can still be destroyed. Hazards are immune to anything an object is immune to unless specifically noted otherwise, and they can't be targeted by anything that can't target objects. Some hazards may have additional immunities, as well as resistances or weaknesses.

"Attacking a Hazard
"If someone hits a hazard—especially if it’s a mechanical trap—they usually trigger it, though you might determine otherwise in some cases. An attack that breaks the hazard might prevent it from triggering, depending on the circumstances. If the hazard has multiple parts, breaking one part might still trigger the trap. For example, if a trap has a trip wire in one location and launches an attack from another location, severing the trip wire could still trigger the attack. Destroying a trap in one blow almost never triggers it. These rules also apply to most damaging spells or other effects in addition to attacks."

The Port Peril Bar Fight is a physical hazard with multiple parts. Each part can be disabled and/or damaged separately. There are 6 sections total. If a section’s Hit Points are reduced to 0, that section is disabled, though the hazard can still use its specialty ability on creatures within that area. If the PCs defeat all 6 sections of the hazard, the bar fight disperses entirely. The hazard does not move or expand beyond its starting locations.


Destiny of Sands | Sandstone Secret | On the Trail of History

Artemois' blade misses the patron.

Erred wrote:
Erred attempts to ◆tumble through the violent Blue fellow who has suddenly sprung up beside him.

The creature flamed in blue adjacent to Erred is his ally, Vermithor. The lighter "blue" patron is adjacent to Artemois on the map. Based on Erred's current locations, no opponents are within his aura.

Due to the apparent confusion, I will allow Erred to post new actions for the round, though he is welcome to keep his roll if he wishes.

CHAOS! or PORT PERIL BAR FIGHT! - Round One Cont'd!

PCs in bold may act

Erred (may post new actions for the round per above)
Artemois
Shalosar
Patron (blue)
Vermithor
Huang Tong
Patron (black)
Patron (yellow)
Barfight (hazard)
Patron (red)
Patron (green)


Destiny of Sands | Sandstone Secret | On the Trail of History
Merida Bowie wrote:
@GM: This should help Ashtoret catch up.

[/spoiler]

Anyone wish to bot Ashtoret? Otherwise, I will do so in about 24 hours.


Destiny of Sands | Sandstone Secret | On the Trail of History

Seldszar and Arachnae land three shots total on one megzoloth (blue).

The others miss their targets.

As the izalguuns continue to look on, wary of the steam, one of the megzoloths (yellow) advances and claws at Chip.
Move
Melee (claw)(10 ft reach) v. Chip: 1d20 + 16 ⇒ (15) + 16 = 31
Damage (S) plus trip: 1d8 + 11 ⇒ (2) + 11 = 13

Chip is tripped by the powerful blow!

MOVING ON! - Combat Round Three Cont'd!

PCs in bold may act

Megzoloth (red) -88 HP (burning)
Megzoloth (blue) -67 HP
Seldszar
Izalguun (purple) (Delay)
Dirk
Stell
Izalguun (black) (Delay)
Izalguun (green) (Delay)
Megzoloth (yellow) -5 HP
Chip -13 HP (prone)
Checker -28 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

Chip's and Checker's attacks each miss their target.

Megzoloth (red), burn: 1d6 ⇒ 2

The most badly injured megzoloth (red) tries to run away.
Double move

Another (blue) attacks the nearest target, Checker!
Melee (claw), full-attack v Checkers: 1d20 + 16 - 4 ⇒ (8) + 16 - 4 = 20
Damage (S) plus trip: 1d8 + 11 ⇒ (5) + 11 = 16
Melee (claw), full-attack v Checkers: 1d20 + 16 - 4 ⇒ (12) + 16 - 4 = 24
Damage (S) plus trip: 1d8 + 11 ⇒ (3) + 11 = 14

The creature rips into the drone's outer casing.

MOVING ON! - Combat Round Three Begins!

PCs in bold may act

Megzoloth (red) -88 HP (burning)
Megzoloth (blue) -29 HP
Seldszar
Izalguun (purple) (Delay)
Dirk
Stell

Izalguun (black) (Delay)
Izalguun (green) (Delay)
Megzoloth (yellow) -5 HP
Chip
Checker -28 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

As Dirk approaches, the megzoloth (red) takes a swipe with its claw.
Melee (claw)(10 foot reach), AoO v. Dirk: 1d20 + 16 ⇒ (3) + 16 = 19
Damage (S): 1d8 + 11 ⇒ (7) + 11 = 18

Like their ally, the other two izalguuns pause. (black & green)(Delay)

The furthest megzoloth (yellow) moves through the thick growth.
Move x2

MOVING ON! - Combat Round Two Cont'd!

PCs in bold may act

Megzoloth (red) -86 HP (burning)
Megzoloth (blue) -29 HP
Seldszar
Izalguun (purple) (Delay)
Dirk
Stell
Izalguun (black) (Delay)
Izalguun (green) (Delay)
Megzoloth (yellow) -5 HP
Chip

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

Rushing across the natural bridge, Kafar let's loose a collection of marbles while Nefti takes advantage of previously-cast enchantments/
Move x2

THE FINAL HEAT! - Round Three Cont'd/Round Four Begins!

PCs in bold may act

Kafar & Nefti
Theron
Alton Hilltopple 2

Ashtoret
Round Four
Corey
Nightkit
Merida

The chase "map" on Slides.


Destiny of Sands | Sandstone Secret | On the Trail of History

Seldszar hits hard and Arachnae hits once.

Unwilling to move through the steam, an izalguun pauses. (Delay)

MOVING ON! - Combat Round Two Cont'd!

PCs in bold may act

Megzoloth (red) -74 HP (burning)
Megzoloth (blue) -16 HP
Seldszar
Izalguun (purple) (Delay)
Dirk
Stell

Izalguun (black)
Izalguun (green)
Megzoloth (yellow) -5 HP
Chip

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History
Artemios wrote:
Artemios's ears perk up. "Then why'd you want to meet in a bar?"

"Because if eyes are everywhere, then why not choose the most fun place to be and one where you can give those eyes something else to look at!" Fane explains. "Best to be sure that if these lot remember anything about this night, it’s not that they saw us here together.”

With that, Stella Fane sweeps her hat off her head in an exaggerated bow. She bids, "Good night," just before grabbing a drink off of a gambler from a nearby gambler and tossing it at the head of a bar patron at another table.

Fane activates her cape of the mountebank and disappears in a puff of smoke just as the remaining patrons inside the bar, a collection of pirates, gamblers, and merchants, erupt into a frenzy. Within moments, a bar fight spreads across the entire building!

Initiatives:

Artemois, Perception w/Scout: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
Erred, Perception w/Scout: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Shalosar, Stealth w/Scout: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Huang Tong, Perception w/Scout: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
Vermithor, Perception w/Scout: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Patron (black), Perception: 1d20 + 6 ⇒ (13) + 6 = 19
Patron (blue), Perception: 1d20 + 6 ⇒ (17) + 6 = 23
Patron (green), Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Patron (red), Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Patron (yellow), Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Barfight, Stealth: 1d20 + 10 ⇒ (1) + 10 = 11

CHAOS! or PORT PERIL BAR FIGHT! - Round One Begins!

PCs in bold may act

Erred
Artemois
Shalosar

Patron (blue)
Vermithor
Huang Tong
Patron (black)
Patron (yellow)
Barfight (hazard)
Patron (red)
Patron (green)

In addition to the combative Patrons (black, blue, green, red & yellow), there is the Barfight, which is a hazard throughout the bar. This hazard represents the collective effects of the rest of the brawl. Instead of representing the bar fight as a single swarm that fights at its full strength until it is defeated, this encounter divides the bar fight into 6 sections, marked by dotted lines on this encounter’s map found on this Slide. Each of these sections has a number of Hit Points. If a section’s Hit Points are reduced to 0, that section is disabled. Once a section is disabled. If the PCs defeat all 6 sections of the hazard, the bar fight disperses entirely. The hazard does not move or expand beyond its starting locations.


Destiny of Sands | Sandstone Secret | On the Trail of History
GM Valen wrote:

Kafar and Nefti attempt to cross the narrow surface.

[dice=Kafar, Acrobatics]1d20 + 2
[dice=Nefit, Acrobatics]1d20 + 12
Move

Together, they make their way to the base of a natural bridge.

THE FINAL HEAT! - Round Two Cont'd/Round Three Cont'd!

PCs in bold may act

Kafar & Nefti
Theron
Alton Hilltopple 2
Ashtoret
Round Three
Corey
Nightkit
Merida

The chase "map" on Slides.

Is Ashtoret still with us? Does anyone care to bot her?


Destiny of Sands | Sandstone Secret | On the Trail of History

Fane readily catches the fetchling's folly.

The kobold keeps kool, fooling Fane.

And the pirate perceives the Pathfinder's paw palming.

1 Success.

Fane does not appear to be fully enthused about the quality of the Society’s latest recruits. However, having toasted and socialized with the party, she appears more than happy to sign the contract. She brings the party back to her table, draws a pen and quickly adds a clause to the contract.

"Just providing a bit of assurance to the deal, tis all." She explains as she finishes the addition. "A requirement that the Society to give me the right of shipping and refusal on all your finds in the region of northern Garund."

After removing one of her gloves, she pricks her finger with a knife and writes her name in blood. Then, she rolls the contract back up and offers it to the party.

Preparing to hand the contract over to the party, she looks around suspiciously. “Never can tell who’s watching—the Free Captains have eyes and ears everywhere."

What would you like to do, Pathfinders?


Destiny of Sands | Sandstone Secret | On the Trail of History

Deterred by the steam, the megzoloths move toward other perceived threats.

Megzoloth (red): Move, attack
Melee claw (10 ft. reach) v Dirk: 1d20 + 16 ⇒ (1) + 16 = 17
Damage (S) plus trip: 1d8 + 11 ⇒ (3) + 11 = 14

Megzoloth (blue): Move x2

MOVING ON! - Combat Round Two Begins!

PCs in bold may act

Megzoloth (red) -37 HP
Megzoloth (blue) -16 HP
Seldszar
Izalguun (purple)
Dirk
Stell
Izalguun (black)
Izalguun (green)
Megzoloth (yellow) -5 HP
Chip

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

I will be spending time vacationing with the family next week. I expect to be able to post, but my schedule may be erratic.


Destiny of Sands | Sandstone Secret | On the Trail of History

I will be spending time vacationing with the family next week. I expect to be able to post, but my schedule may be erratic.


1 person marked this as a favorite.
Destiny of Sands | Sandstone Secret | On the Trail of History

I will be spending time vacationing with the family next week. I expect to be able to post, but my schedule may be erratic.


Destiny of Sands | Sandstone Secret | On the Trail of History
Shalosar wrote:
”Ack!”, he chokes. ”What the hells is in that!?”

"A potent combination of ghost pepper, ginger, and bitter herbs, all steeped for days in seawater," Fane explains with a pirate's smile. "It is a Port Peril 'specialty'."

Artemios wrote:

Artemios tries the drink.

[dice=Fortitude]1d20+10

"You drink this on purpose? I've had worse, but I've never paid for worse."

"Few pay for that drink," Fane confesses with a grin. "Tis most often imbibed as a dare or for losing a bet!"

Vermithor Dragonkin wrote:
I think HT passed the check

Correct. The DC is 15. Vermithor Dragonkin, Huang Tong Dragonkin, and Artemios each succeeded at the check.

Once during the adventure, each PC who succeeded at the check to drink with Fane can use a reaction when they are targeted by an attack roll from an enemy they can see. If they do so, they stumble just as the attack is made, gaining a +2 status bonus to their AC against the attack.

Vermithor Dragonkin wrote:
Vermithor laughs as many of the others find the drink vile. Then the little dragon burps loudly. Like a Dragon-sized burp.

If you want a chronicle sheet for this quest, please sign into RPGChronicles for Quest 4.

Huang Tong Dragonkin wrote:

... and immediately doubles over coughing and sputtering. Steam actually comes out of his mouth and his eyes are watering uncontrollably.

"MEK! What WAS that?!" he chokes out, barely able to speak.

"THAT was entertainment, My Friend!" declares Fane. "And may I suggest a bit more as we talk business." Her words are more statement than question.

"The game is High Tide!" Pulling out a deck of cards, Fane invites you to play. "Some call it a 'pirate's gambling game'. Rather simple, really. The cards are passed face-down while players try to lie about what cards they’ve 'added to the tide.'"

She deals a face-down card to herself and then one for the party.

The game is played in three rounds, and a different PC must attempt the check for each round. Each round ONE PC can attempt a Games Lore check (to win fairly), a Thievery check (to surreptitiously hide cards up their sleeve), or a Deception check (to bluff Fane into thinking they have better cards). Each round the DC increases.

Choose among yourselves who is playing the first round, the second round, and the third round. Then, each chosen PC may make a check.


Destiny of Sands | Sandstone Secret | On the Trail of History

Stell manages to pierce the hide of one of the megzoloths.

Realizing that the steam is not burning them, two izalguuns (black & green) approach and try to drive off the nearest megzoloth (blue)
Izalguun (black): Move
Melee (tactical spear): 1d20 + 13 ⇒ (9) + 13 = 22
Concealment <21%: 1d100 ⇒ 11
Damage (P) plus block: 1d6 + 9 ⇒ (3) + 9 = 12
Izalguun (green): Move
Melee (tactical spear): 1d20 + 13 ⇒ (12) + 13 = 25
Concealment <21%: 1d100 ⇒ 26
Damage (P) plus block: 1d6 + 9 ⇒ (2) + 9 = 11

Only one manages to hit through the steam.

Not wanting to get burned, one of the megzoloth's turns and heads toward the party of Starfinders.
Double move

MOVING ON! - Combat Round One Cont'd!

PCs in bold may act

Megzoloth (red) -37 HP
Megzoloth (blue) -16 HP
Seldszar
Izalguun (purple)
Dirk
Stell
Izalguun (black)
Izalguun (green)
Megzoloth (yellow) -5 HP
Chip

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

Seldszar shared what he knew in a prior post. He rolled well enough to ask another question for information, although I suspect he will not find anything further to be of much interest.

MOVING ON! - Combat Round One Cont'd!

PCs in bold may act

Megzoloth (red) -26 HP
Megzoloth (blue) -5 HP
Seldszar
Izalguun (purple)
Dirk
Stell
Izalguun (black)
Izalguun (green)
Megzoloth (yellow) -5 HP
Chip

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History

Kafar and Nefti attempt to cross the narrow surface.
Kafar, Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11
Nefit, Acrobatics: 1d20 + 12 ⇒ (4) + 12 = 16
Move

Together, they make their way to the base of a natural bridge.

THE FINAL HEAT! - Round Two Cont'd/Round Three Begins!

PCs in bold may act

Kafar & Nefti
Theron
Alton Hilltopple 2
Ashtoret

Round Three
Corey
Nightkit
Merida

The chase "map" is now updated on Slides.


Destiny of Sands | Sandstone Secret | On the Trail of History
Artemios wrote:

"...but fine. We recovered this earlier. It seems somebody lost some of their cargo. Most of it was broken, but this was intact. I think it's expensive, and I'm sure you can help its rightful owner recover it."

Artemios offers the bottle of Southern Squall.

Secret GM Stuff:

?: 1d6 ⇒ 1

"Fane spends her hard-liberated gold at the Watchtower." The bald bureaucrat responds gruffly. He grabs the bottle of spirit quickly while spitting out the name of the establishment.

"That be in the Eastwind District. Across the bay, it is!" Hlar chimes in, having just finished unloading the last of her catch. "I can be takin' ye thar, if ye be wishin'."

Assuming you take the dwarven woman up on her offer...

Hlar rows her boat southeastward toward the mainland. As you approach another set of docks, Hlar points to the bluffs standing over them and containing several clusters of large, elegant dwellings.

"The Watchtower Gaming Hall and Purveyor of Fine Spirits," she explains, providing the establishment's full name, "can be found thar in High Eastwind. Ye can reach it by goin' that-a-way." She notes, indicating to a long series of stairs with intermittent landings lead up the side of a small cliff towards a fortified stone structure.

Tying off her boat at a dock in the Merchant Marina, the busy merchant district of Port Peril, Hlar encourages the party to disembark. Moving past the frantic stalls and crowds of dockworkers and businessfolk you make your way upwards into the exclusive High Eastwind district. Here, the bounty evident in the Merchant Marina district gives way to even greater expense and opulence.

Heading up the steps noted by Hlar, you find the Watchtower. Its structure, once a lookout and armory, has since been refitted into an upscale gambling hall. The sound of falling chips, shuffling cards, and pleasant music becomes audible to the you well before you reach the entrance. Once inside, you see the establishment is a wash of well-dressed merchants gambling their money away.

Stella Fane is clearly visible at the back of the building near a card table, wearing an extremely elegant dress that is slightly too large for her, suggesting it was probably stolen.

“Ah, you’re just in time!" Stella says, upon catching a glimpse of your party. "Like little baby cleaner fish, not knowing that the shark might decide it wants a meal more than sparkling teeth. Let’s see what we’re dealing with. But first, a toast!”

To begin the night, Stella Fane orders a round of drinks, which is promptly brought to the table, and raises her cup in a toast.

"To Calmer Seas!" She declares before throwing back her cup.

Two full beverage cups along with a doggy bowl brimming with liquid sit unattended on the table, ready for the taking.

What do you wish to do, Pathfinders?

If you partake of the liquids provided:
The liquids are powerful, pungent, and have an aftertaste not unlike very old tar!

Please attempt a DC 15 Fortitude save. If you fail, please open the spoiler below.

Spoiler:
You sputter embarrassingly after knocking back the drink.


Destiny of Sands | Sandstone Secret | On the Trail of History
Seldszar Erelhei-Cinlu wrote:
Life Science 1d20+15With a flick of his wrist and a murmured command, a wall of scalding steam erupts in front of the creatures, hissing violently like an angry kettle.

All of the scalded megzoloths growl in pain. One (red) cries out more as it is struck with plasma.

One of the izalguun (purple) attempts to jab at a megzoloth (red) through the steam.
Guarded Step
Melee (tactical spear): 1d20 + 13 ⇒ (10) + 13 = 23
Concealment <21%: 1d100 ⇒ 51
Damage (P) plus block: 1d6 + 9 ⇒ (5) + 9 = 14

MOVING ON! - Combat Round One Cont'd!

PCs in bold may act

Megzoloth (red) -26 HP
Megzoloth (blue) -5 HP
Seldszar
Izalguun (purple)
Dirk
Stell

Izalguun (black)
Izalguun (green)
Megzoloth (yellow) -5 HP

Map available on Slides.
Squares with trees provide cover to Large or smaller creatures occupying them; Large or larger creatures treat such squares as difficult terrain. Ongoing snowfall provides creatures with concealment beyond 60 feet.


Destiny of Sands | Sandstone Secret | On the Trail of History
Huang Tong Dragonkin wrote:

"If you give us the information, you can be proud that you have helped a Dragon!"

Not sure if that's good enough though!

It is not.

"Your not the first kobold to be in need of my help." The harbourmaster replies.

Artemios wrote:
"Wow, neat! I'm glad we ran into someone who can help us officially. We heard Fane is 'where the kids go these days.' Do you know where that is?"

"I know lot's of things." Harbourmaster Tsojmin Kreidoros answers, holding out a greedy hand. "But sometimes my memory needs a little jogging..." The pirate gives his outstretched hand a wiggle. "or jingling."

Shalosar wrote:
Shalosar shakes the offered hand. ”One of the rulers! Impressive!”

Tsojmin's dwarven face sours as Shalosar shakes his hand. As he does so, the draft promptly extends the other. "The Hurricane Queen may lead the Free Captains of the Shackles, but she can only do so with proper support." He wiggles his newly-outstretched hand as both emphasis and punctuation.

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